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314 lines
12 KiB
D
314 lines
12 KiB
D
/*
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OpenMW - The completely unofficial reimplementation of Morrowind
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Copyright (C) 2008 Nicolay Korslund
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Email: < korslund@gmail.com >
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WWW: http://openmw.snaptoad.com/
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This file (loadgmst.d) is part of the OpenMW package.
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OpenMW is distributed as free software: you can redistribute it
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and/or modify it under the terms of the GNU General Public License
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version 3, as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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You should have received a copy of the GNU General Public License
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version 3 along with this program. If not, see
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http://www.gnu.org/licenses/ .
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*/
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module esm.loadgmst;
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import esm.imports;
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/*
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* Game setting
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*/
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// TODO: It's likely that we don't need this struct any longer, given
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// that game settings are now stored in Monster code. We will still
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// use the loading code and the dirty value cleaning code of course,
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// but there's no longer any need to store it in a separate lookup
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// list, since Monster variables can be looked up just as fast.
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struct GameSetting
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{
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LoadState state;
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char[] id;
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union
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{
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char[] str;
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int i;
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float f;
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}
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VarType type;
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// These functions check if this game setting is one of the "dirty"
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// GMST records found in many mods. These are due to a serious bug
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// in the official TES3 editor. It only occurs in the newer editor
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// versions that came with Tribunal and Bloodmoon, and only if a
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// modder tries to make a mod without loading the corresponding
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// expansion master file. For example, if you have Tribunal
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// installed and try to make a mod without loading Tribunal.esm, the
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// editor will insert these GMST records.
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// The values of these "dirty" records differ in general from their
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// values as defined in Tribunal.esm and Bloodmoon.esm, and are
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// always set to the same "default" values. Most of these values are
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// nonsensical, ie. changing the "Seller Max" string to "Max Sale",
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// or change the stats of werewolves to useless values like 1. Some
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// of them break certain spell effects.
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// It is most likely that these values are just leftover values from
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// an early stage of development that are inserted as default values
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// by the editor code. They are supposed to be overridden when the
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// correct esm file is loaded. When it isn't loaded, you get stuck
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// with the initial value, and this gets written to every mod for
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// some reason.
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// Bethesda themselves have fallen for this bug. If you install both
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// Tribunal and Bloodmoon, the updated Tribunal.esm will contain the
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// dirty GMST settings from Bloodmoon, and Bloodmoon.esm will
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// contain some of the dirty settings from Tribunal. In other words,
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// this bug affects the game EVEN IF YOU DO NOT USE ANY MODS!
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// The guys at Bethesda are well aware of this bug (and many
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// others), as the mod community and fan base complained about them
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// for a long time. But it was never fixed.
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// There are several programs available to help modders remove these
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// records from their files, but not all modders use them, and they
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// really shouldn't have to. In this file we choose instead to
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// reject all the corrupt values at load time.
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// These functions checks if the current game setting is one of the
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// "dirty" ones as described above. TODO: I have not checked this
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// against other sources yet, do that later. Currently recognizes 22
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// values for tribunal and 50 for bloodmoon. Legitimate GMSTs in
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// mods (setting values other than the default "dirty" ones) are not
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// affected and will work correctly.
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// Checks for dirty tribunal values. These will be ignored if found
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// in any file except when they are found in "Tribunal.esm".
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bool isDirtyTribunal()
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{
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bool result = false;
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void cI(int ii) { if(ii == i) result = true; }
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void cF(float ff) { if(ff == f) result = true; }
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void cS(char[] ss) { if(ss == str) result = true; }
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// Here, id contains the game setting name, and we check the
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// setting for certain values. If it matches, this is a "dirty"
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// entry. The correct entry (as defined in Tribunal and Bloodmoon
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// esms) are given in the comments. Many of the values are
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// correct, and are marked as 'same'. We still ignore them though,
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// as they are still in the wrong file and might override custom
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// values from other mods.
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switch(id)
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{
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// Strings
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case "sProfitValue": cS("Profit Value"); break; // 'Profit:'
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case "sEditNote": cS("Edit Note"); break; // same
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case "sDeleteNote": cS("Delete Note?"); break; // same
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case "sMaxSale": cS("Max Sale"); break; // 'Seller Max'
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case "sMagicFabricantID": cS("Fabricant"); break; // 'Fabricant_summon'
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case "sTeleportDisabled": cS("Teleportation magic does not work here.");
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break; // same
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case "sLevitateDisabled": cS("Levitation magic does not work here.");
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break; // same
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case "sCompanionShare": cS("Companion Share"); break; // 'Share'
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case "sCompanionWarningButtonOne": cS("Let the mercenary quit.");
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break; // same
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case "sCompanionWarningButtonTwo": cS("Return to Companion Share display."); break; // same
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case "sCompanionWarningMessage": cS("Your mercenary is poorer now than when he contracted with you. Your mercenary will quit if you do not give him gold or goods to bring his Profit Value to a positive value."); break;
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// 'Your mercenary is poorer now than when he contracted with
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// you. Your mercenary will quit if you do not give him gold
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// or goods to bring his Profit to a positive value.'
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// [The difference here is "Profit Value" -> "Profit"}
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// Strings that matches the id
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case "sEffectSummonFabricant": // 'Summon Fabricant'
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cS(id);
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break;
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default:
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}
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return result;
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}
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// Bloodmoon variant
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bool isDirtyBloodmoon()
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{
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bool result = false;
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void cI(int ii) { if(ii == i) result = true; }
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void cF(float ff) { if(ff == f) result = true; }
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void cS(char[] ss) { if(ss == str) result = true; }
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switch(id)
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{
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// Strings
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case "sWerewolfPopup": cS("Werewolf"); break; // same
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case "sWerewolfRestMessage": cS("You cannot rest in werewolf form.");
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break; // same
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case "sWerewolfRefusal": cS("You cannot do this as a werewolf.");
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break; // same
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case "sWerewolfAlarmMessage": cS("You have been detected changing from a werewolf state."); break;
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// 'You have been detected as a known werewolf.'
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// Strings that matches the id
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case "sMagicCreature01ID": // 'BM_wolf_grey_summon'
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case "sMagicCreature02ID": // 'BM_bear_black_summon'
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case "sMagicCreature03ID": // 'BM_wolf_bone_summon'
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case "sMagicCreature04ID": // same
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case "sMagicCreature05ID": // same
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case "sEffectSummonCreature01": // 'Calf Wolf'
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case "sEffectSummonCreature02": // 'Calf Bear'
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case "sEffectSummonCreature03": // 'Summon Bonewolf'
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case "sEffectSummonCreature04": // same
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case "sEffectSummonCreature05": // same
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cS(id);
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break;
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// Integers
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case "iWereWolfBounty": cI(10000); break; // 1000
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case "iWereWolfFightMod": cI(100); break; // same
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case "iWereWolfFleeMod": cI(100); break; // same
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case "iWereWolfLevelToAttack": cI(20); break; // same
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// Floats
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case "fFleeDistance": cF(3000); break; // same
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case "fCombatDistanceWerewolfMod": cF(0.3); break; // same
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case "fWereWolfFatigue": cF(400); break; // same
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case "fWereWolfEnchant": cF(1); break; // 0
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case "fWereWolfArmorer": cF(1); break; // 0
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case "fWereWolfBlock": cF(1); break; // 0
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case "fWereWolfSneak": cF(1); break; // 95
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case "fWereWolfDestruction": cF(1); break; // 0
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case "fWereWolfEndurance": cF(150); break; // same
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case "fWereWolfConjuration": cF(1); break; // 0
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case "fWereWolfRestoration": cF(1); break; // 0
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case "fWereWolfAthletics": cF(150); break; // 50
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case "fWereWolfLuck": cF(1); break; // 25
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case "fWereWolfSilverWeaponDamageMult": cF(1.5); break; // 2
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case "fWereWolfMediumArmor": cF(1); break; // 0
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case "fWereWolfShortBlade": cF(1); break; // 0
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case "fWereWolfAcrobatics": cF(150); break; // 80
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case "fWereWolfSpeechcraft": cF(1); break; // 0
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case "fWereWolfAlteration": cF(1); break; // 0
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case "fWereWolfIllusion": cF(1); break; // 0
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case "fWereWolfLongBlade": cF(1); break; // 0
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case "fWereWolfMarksman": cF(1); break; // 0
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case "fWereWolfHandtoHand": cF(100); break; // same
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case "fWereWolfIntellegence": cF(1); break; // 0
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case "fWereWolfAlchemy": cF(1); break; // 0
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case "fWereWolfUnarmored": cF(100); break; // same
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case "fWereWolfAxe": cF(1); break; // 0
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case "fWereWolfRunMult": cF(1.5); break; // 1.3
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case "fWereWolfMagicka": cF(100); break; // same
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case "fWereWolfAgility": cF(150); break; // same
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case "fWereWolfBluntWeapon": cF(1); break; // 0
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case "fWereWolfSecurity": cF(1); break; // 0
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case "fWereWolfPersonality": cF(1); break; // 0
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case "fWereWolfMerchantile": cF(1); break; // 0
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case "fWereWolfHeavyArmor": cF(1); break; // 0
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case "fWereWolfSpear": cF(1); break; // 0
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case "fWereWolfStrength": cF(150); break; // same
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case "fWereWolfHealth": cF(2); break; // same
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case "fWereWolfMysticism": cF(1); break; // 0
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case "fWereWolfLightArmor": cF(1); break; // 0
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case "fWereWolfWillPower": cF(1); break; // 0
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case "fWereWolfSpeed": cF(150); break; // 90
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default:
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}
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return result;
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}
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char[] toString()
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{
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if(type == VarType.Int) return format(i);
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else if(type == VarType.Float) return format(f);
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else if(type == VarType.String) return str;
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else if(type == VarType.None) return "(no value)";
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assert(0);
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}
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void load()
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{
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// We are apparently allowed not to have any value at all.
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if(!esFile.hasMoreSubs())
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{
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if(state == LoadState.Previous)
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writefln("Warning: Overwriting game setting %s with void value", id);
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type = VarType.None;
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return;
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}
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// If this is not the first record of this type to be loaded, then
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// we do a little "trick" to avoid overwriting the current data
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// with one of the dirty GMSTs.
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if(state == LoadState.Previous)
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{
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// Load the data in a temporary game setting instead
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GameSetting g;
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g.state = LoadState.Unloaded;
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g.id = id;
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g.load();
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// Only copy it if it was valid
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if(g.type != VarType.Ignored)
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{
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// Don't allow a change of type, unless the setting we are
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// overwriting is an ignored value.
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if(g.type != type && type != VarType.Ignored)
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esFile.fail(format("GMST changed type from %d to %d",
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cast(int)type, cast(int)g.type));
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str = g.str; // This will copy all the data no matter what
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// type it is
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}
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return;
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}
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// Actually load some data
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esFile.getSubName();
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switch(esFile.retSubName())
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{
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case "STRV":
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str = esFile.getHString();
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type = VarType.String;
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break;
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case "INTV":
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i = esFile.getHInt();
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type = VarType.Int;
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break;
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case "FLTV":
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f = esFile.getHFloat();
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type = VarType.Float;
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break;
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default:
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esFile.fail("Unwanted subrecord type");
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}
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SpecialFile spf = esFile.getSpecial();
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// Check if this is one of the dirty values mentioned above. If it
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// is, we set the VarType to Ignored. This leaves the posibility
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// that this becomes the final var type, for example if you load a
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// plugin with tribunal-gmst settings without loading tribunal
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// first. (Then there would only exist dirty values for this
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// settings, no "real" value.) But this is not likely a problem,
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// since these empty values will never be used and we can check
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// for them in any case.
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if( ( spf != SpecialFile.Tribunal && isDirtyTribunal() ) ||
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( spf != SpecialFile.Bloodmoon && isDirtyBloodmoon() ) )
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type = VarType.Ignored;
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}
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}
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ListID!(GameSetting) gameSettings;
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